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= General Description=
 
= General Description=
 
'''Outlaw'''
 
'''Outlaw'''
a conman, a complete scam. Outlaws are always ready to do everything in order to save the day. Skilled to the bone when it comes to ambush and escape, they can follow many paths to become an assassin, a pirate, a thief or an enforcer. All with a single purpose with or without the killing; Becoming rich.
+
a conman, a complete scam. Outlaws are always ready to do everything in order to save the day. Skilled to the bone when it comes to ambush and escape, they can follow many paths to become an assassin, a pirate, a thief, or an enforcer. All with a single purpose, with or without killing; Becoming rich.
   
 
== Resource ==
 
== Resource ==

Revision as of 21:30, 2 November 2018


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"Outlaw"
Outlaw
Details
Race
Human
Role(s)
Melee, Assassin
Weapons
Dual Daggers

General Description

Outlaw a conman, a complete scam. Outlaws are always ready to do everything in order to save the day. Skilled to the bone when it comes to ambush and escape, they can follow many paths to become an assassin, a pirate, a thief, or an enforcer. All with a single purpose, with or without killing; Becoming rich.

Resource

Their drive being violence or greed still uncertain, outlaws draw their fighting energy from the thrill of movement and combat. While they spend adrenaline with many abilities, only exciting conditions generate it.

Class Skills

Main Class Passive

Outlaw Passive Dispatching Thrill - Moving increases your passive adrenaline generation by 50%. Your successful Knee Rush restores full adrenaline.

Baseline Abilities

Slash'n'Stab Slash'n'Stab - Basic melee attack that changes style between Slash and Stab depending on whether you are behind or in front of your enemy. Slash deals 250 Physical damage if you are in front of the enemy, increasing your Swiftness by 3% for 4 seconds, stacking up to 5 times. Stab deals 325 Physical damage if you are behind the enemy. | Cooldown: 0 sec

Crippling Dagger Crippling Dagger - Throws a crippling dagger towards your cursor, dealing 350 Physical damage and slowing enemy movement speed by 50% for 5 seconds. Hitting an already crippled target with another dagger will immobilize them instead. Reveals you. | Cooldown: 5 sec

Hack Hack - Hack the enemies with cruel intent, dealing 500 Physical damage and greatly reducing their movement speed for 1 second. Damage is increased by 20% for every stack of Slash you have. Reveals you. | Cooldown: 3 sec

Roll Roll - You break free from all movement impairing effects and roll up to 8 meters forward, increasing your movement speed by 30% and taking 10% less damage for 4 seconds. Enemies can't hit you while you're rolling. Does not reveal you. | Cooldown: 10 sec

Stalk Stalk - Activate to slip into the shadows, becoming invisible for 6 seconds if you are already in combat or permanently if you're not. Your attacks ignore armor and deal 10% more damage during stalking and 3 seconds after it. You move 30% faster during stalking. Taking 1 direct damage will break stalk and reveal you. | Cooldown: 30 sec

Bash Bash - Deal 300 Physical damage and stuns enemies for 4 seconds. Reveals you. | Cooldown: 20 sec

Knee Rush Knee Rush - Interrupts spell casting and breaks protection effects such as parry, block, evasion, deflection. Reveals you. | Cooldown: 10 sec

Masteries

Patient Assassin Patient Assassin - Every 1.5 seconds you get a stack of Patience. Your melee attacks consume 1 stack each, instantly dealing 35 Physical damage, increased by 30% per each stack you have. Critical attacks consume 2 stacks.

Malicious Poison Malicious Poison - Your melee attacks have a 75% chance to apply Malicious Poison to the enemy, dealing 35 Poison damage every 2 sec. This effect stacks up to 10 times.

Professional Stalker Professional Stalker - Reduces Stalk cooldown by 15 seconds, extends its duration if used in combat to 10 seconds and makes you move 20% faster while stalking. Increases your movement speed by an extra 20%.

Sucker Punch Sucker Punch - Using Bash or Passivating Strike from behind the enemy increases their damage taken by 20% during and 2 seconds after the debuffs.

Fatal Overrun Fatal Overrun - Once you deal 10000 damage to an enemy, you'll deal him additional 500 Physical damage, shock him for 2 seconds and reveal its weaknesses, increasing the damage it takes from you and your allies by 10% (5% for PvE bosses) until it dies.

Ambusher Ambusher - Increases Stalk damage bonus by 20% and its duration by 2 seconds.

Prime skills

Poison Bomb Poison Bomb - Throws a Bomb filled with Poison to the target location, slowing enemies by 60% for 4 seconds and dealing 50 Poison damage every second. Every next tick deals 50 more damage. Lasts 8 seconds. | Cooldown: 30 sec

Venom Blades Venom Blades - Instantly deal 50 Poison damage with every melee attack. Lasts 12 seconds. Does not reveal you. | Cooldown: 30 sec

Dark Guile Dark Guile - Turns your Hack into Passivating Strike and Slash'n'Stab into Ambush. Lasts 5 seconds or until you use Passivating Strike or Ambush. | Cooldown: 15 sec

Murder Murder - Rapidly stabs and slices enemies forward, dealing 160 Physical damagee every 0.33 seconds. Damage is increased by 100% to enemies below 30% health. | Cooldown: 25 sec

Throw Dirt Throw Dirt - Be a cheap bastard and throw dirt at the targeted enemy, interrupting its casting, blinding it for 4 seconds, reducing its Swiftness by 20%, movement speed by 50% and increasing the damage it takes by 20%.| Cooldown: 30 sec

Tips and Tricks

Updated 30th October 2018

Baseline abilities

1. Slash’n’Stab: Hitting someone facing you gives stacks which increase DMG of you Hack ability. When you are stabbing someone in back you get punished by not being able to stack the buff, but get slightly more damage.
2. Crippling Dagger: If your aim is good, this ability helps you kite. If you manage to immobilize someone then don’t throw the third dagger straight away, wait for the immobilizing effect to almost run its course and then reapply for a longer duration.
3. Hack: This ability shines only when you have stacks (up to 5) of Slash buff, each increases Hack’s damage by 20%, while used in opener with 5 stacks it can crit around 2,5k. But stacking Slash buff is somewhat difficult.
4. Roll: Invincibility frame that can also be used to traverse short distances. It is advised to not use it offensively unless it is to finish your opponent as it leaves you wide open.
5. Stalk: True invisibility, but can be broken out of stealth if 500 damage is done to you.
6. Bash: As of now 4 second stun (was recently changed from targeted to cleave-style attack).
7. Knee Rush: The outlaws kick - Interrupts spell casting while also breaking protection effects. On successful interrupts, you regain all of your adrenaline.

Masteries

1. Patient Assassin: Good only for short burst openers.
2. Malicious Poison: Source of sustained damage, also unexpected lingering damage.
3. Professional stalker: Can be used as a trinket if timed correctly (1 second of CC immunity, but not removal) and is no longer affected by Intensity; also faster re-stealth.
4. Sucker Punch: Good if you can manage to reliably hit your stun/incapacitate from behind.
5. Fatal Overrun: Maybe not worth taking in 1v1, great talent in 3v3.
6. Ambusher: Increased damage in stealth openers, a must.

Prime Skills

1. Poison bomb: Weak at the moment as your opponent must stand in one place for 8 seconds for 2.5k damage.
2. Venom Blades: Additional damage for each weapon swing during burst window and resource regen, mainly activate during stealth so you don’t waste a global cooldown.
3. Dark Guile: Makes ambush and incapacitate available while not stealthed, a must.
4. Murder: Used for stacking Malicious Poison above 30%, used to execute below 30%, a must.
5. Throw Dirt: Good potential to control your enemy, however enemies can still barely see you if they angle their camera correctly so don’t be too reliant on it.

Perks

1. Amulet of Endurance: Not good for Outlaw.
2. Runic Bandage: Only good if you can reliably pull it off, which is hard to do.
3. Amulet of Healing: Most reliable perk, use it.
4. Revival: Really Good If Your Vs Another Outlaw .

Example Build 1

Masteries: Ambusher, Professional Stalker, Malicious Poison
Primes: Dark Guile, Murder, Venom Blades
Runes: (45%) 15 points in Critical Effect, (45%) 15 points in Swiftness, (10%) 10 points in Acceleration.
Perk: Amulet of Healing

As an Outlaw you are relying on short “burst windows”, which are most of the time made via stealth opener. Your opener with the build above is as follows:
1. Stealth
2. Venom Blades (buff that doesn’t break stealth)
3. Bash
4. Hack
5. Full channel of Murder
6. Hack

If executed without any interruption you deal around 6k damage and about 1k more from lingering poison. After opener go “pillar humping” to prevent a counter from your opponent, and wait for re-stealth. You can enhance your chances of successful re-stealth by using Guile after last hack and using incapacitate “Passivating strike” and running or rolling behind pillar. While running you can try to land two daggers (RMB) for immobilizing effect.

Example Build 2

This build should, in theory, deliver great burst damage + lingering poison damage (~10k burst + ~3k lingering poison).

Masteries: Patient Assassin, Ambusher, Malicious Poison
Primes: Dark Guile, Murder, Venom Blades
Runes: (45%) 15 points in Intensity, (45%) 15 points in Acceleration, (10%) 10 points in Critical Effect
Perk: Amulet of Healing

Your opener with this build above is as follows:
1. Stealth
2. Venom blades
3. Bash
4. Guile
5. Ambush
6. Hack
7. Murder
8. Hack

Running 15 points in Intensity + 15 points in Acceleration gives us one more attack during our Bash. In theory you could drop five Acceleration points for five more points in Critical Effect, but last Hack lands milliseconds before stun ends, which isn’t reliable. The idea is to use Ambush before the two Hacks for the 40% damage buff you get on Hack, from two stacks of Slash buff received after using ambush.

Example Build 3

This build is mainly for 3v3s but can also be useful in 2v2s if you prefer it over the previous 1v1 builds listed above. Good burst damage with utility from throw dirt, which can be used as a ranged kick/interrupt and blind on top of quick re-stealths thanks to Professional Stalker. Fatal Overrun is great since these games tend to last a bit longer due to healers, which is where this Mastery truly shines.

Masteries: Malicious Poison, Professional Stalker, Fatal Overunn
Primes: Murder, Venom Blades, Poison Bomb/Throw Dirt
Runes: (45%) 15 points in Critical Effect, (45%) 15 points in Swiftness, (10%) 10 points in Acceleration. (Subject to change with more testing)
Perk: Amulet of Healing/Revival

The opener varies drastically depending on the composition both you are running, and what the opponent composition is. Because of this, there is no set opener. However, you can begin a match by starting in stealth and waiting for either your team or the enemy team to start the encounter. This is where you'd come in and incap one target, open on another, or peel for a teammate if necessary. Once you do end up going in on someone, you can begin your rotation which will look something like this:

1. Stealth
2. Passivating Strike
3. Poison Bomb
4. Venom blades
5. Bash
6. Hack
7. Murder
8. Hack

Bash should be wearing off shortly after that rotation and normally what I do, is get a crippling dagger or two off to trigger an immobilize on the target and then reset to a pillar and get back in stealth; or go peel for a teammate if necessary. Throw dirt can also be used as a great peeling tool for any of your teammates that might be in danger as well, so it could be worth to hold on to it. Poison bomb is great for the extra damage output and pressure put on whoever you're focusing, while throw dirt can be very important in terms of the utility it brings to the table. The choice between the two is personal preference, but bear in mind, throw dirt can also put out good damage on your target as it grants a debuff which causes them to take 20% more damage for 4s; almost with it blinding them, reducing its Swiftness by 20%, and movement speed by 50%.

Superior 1v1 build

This build suggest you to open with Passivating Strike > Poison Bomb > Venom Blades> Bash> Murder > Hack and then run away until your cooldowns are back. /revival is a must!

When you use Passivating Strike, you can immediately use Poison Bomb to get the poison ticks + Venom Blades before using bash, this will leave more time for Murder followed up with Hack, quickly use Crippling Dagger before disengaging and wait for Stalk to refresh, and hence using the same combo for the finshing move.

Passivating Strike has a damage threshhold you need to keep in mind, the first tick of the poison bomb will NOT proc the threshhold, however, the second tick will proc the threshhold, hence leaving the victim free. That's why it's important to use your combo quickly, and use Bash before this threshhold is broken. You can activate Poison Bomb and Venom Blades simultaneously.


Masteries: Patient Assassin, Professional Stalker, Malicious Poison
Primes: Poison Bomb, Murder, Venom Blades
Runes: (45%) 15 points in Critical Effect, (15%) 15 points in Acceleration, (20%) 10 points in Instensity
Perk: Revival

Matchups

Against a Cleric

You have the advantage. Time your interrupts and disables correctly to prevent their healing or to force them to run out of “Mana”. Don’t underestimate their damage while healing/shielding themselves. Using the Outlaw runaway cooldown reset technique will NOT work against a Cleric as they will simply heal back to full every time you run away. You have to stay in their face to maintain constant pressure on them and keep them from spam healing. Running them out of "Mana" is a great option, but will require you to stun or interrupt their "Mana" regeneration ability. One slip up with an interrupt and they will suddenly have an advantage.

Against a Judicator

You have the advantage. Interrupt heals and roll stun. Use your ”Amulet of healing” every time it is ready if you are not full HP as Judicator does a lot of “passive” damage.

Take note of Judi's Avenging Flames, when opening with Passivating Strike, and the Judicator activates his Avenging Flames, during this timeperiod you will not break stealth and while his AF (Avenging Flames) is up, you can wait it out before your Passivating Strike runs out, taking less damage and do efficient with your combo when following up with a Bash. Remember that AF gives damage reduction + damage reflect for the Judicator, that's why you shouldn't go all-in while his newly popped AF is activated.

You can't run away from the Judicator and wait for cds for the finishing touch, a Judicator will heal himself at free of charge and can outheal your damage if you decide to hit and run. The Judicator has alot of damage reduction tools for your opening and healing for the aftermath.

When dueling a Judicator, it's important to keep your Bash at bay while you are dueling the Judicator, use it as a ace in the sleeve when your interrupt is on cooldown, and the Judicator decides to use Heaven's Favor because he knows you used your Knee Rush. This is also highly effective if the Judicator goes Holy Tempest, denying both his damage and healing.

Against an Outlaw

You are at equal advantage. Whoever does their opener first has the advantage. In general you want to run around in stealth spamming Passivating strike/incapacitate and keep a lookout for any sign of the enemy Outlaw. There is an aspect of luck in getting the first opener, then roll away whilst trying to immobilize with daggers, this way you will get away to re-stealth. If your opponent gets close guile>incapacitate and roll away while immobilizing with RMB. If you get found first and you get opened on, use your ”Amulet of healing” as soon as you can and try to hit your opponent with guile>passivating for a combo of your own. Afterwards it is imperative for you to get away from your enemy before your BSH stun ends and go for re-stealth as soon as possible. The stealth opener is repeated until one Outlaw emerges victorious. Another tactic in this mirror matchup is to try to delay your stealth as long as possible (at least 2 seconds after the other Outlaw) with “Professional stalker”. This way when Shadow orbs overrun the arena your opponent will lose Stealth first and you will have a few seconds of Stealth as an advantage to do your opener.

Against a Ranger

You are at a disadvantage. Don’t waste your roll to get closer, only use it if the Ranger is rooted by your dagger (rooted not just slowed). Be composed and patient, when your opener is nearing its end either guile>incapacitate or wait for the Ranger to use evade. Don’t hit into the Ranger’s evade as it will give them the advantage. Don’t forget to dodge the 4sec stun from Bomb.

When playing vs a Ranger, they often tend to use Bouncing Leap after you opened on them, you can use this to your advantage when they leap away, because they want you to chase them so they can chunk your hp, so what you do is run to the closest obstacle and mirror their movement so they don't hit you with their spell, they will hit you with their ricochet which makes your Stalk duration go from permanent > 10sec. If not, you are at a huge advantage because your free movement and not the strive to open again at a 10second window, which can be very dangerous if the Ranger decides to predict your movement and leap away, leaving you naked on the arena and mostly dead at this point.

Don't chase the Ranger, play with your cooldowns and play like a cheap bastard, this will mostly win you games against Rangers if you use the enviroment to your advantage.

However, if a ranger stands on open field with tar on the ground, you have to be very careful of this scenario, you do your usual opening, BUT if the Ranger has revival perk, and you have no obstacle to play with because you engaged in open ground, you are at a huge disadvantage, try to use roll when she uses net on you, most Rangers will use Tactical Bomb on you while netted/rooted, by doing this you avoid her cc and saves your precious hp.

Using Bandage vs Ranger is not very optimal because she will use her Ricohet and deny your bandage, and if she running poison arrows, this will even deny you further.

Using Revival vs Ranger is situational, but you should not get hit by her Tactical Bomb ever, it's one of Ranger's most valuable CD's, and you should always use roll for that.

Using Healing perk vs Ranger is the most efficient, raw healing with no backdrawal and instant cast.

Using Endurance perk vs Ranger is a topic for discussion, it will however migitate her damage by alot if she manages to get her burst on you, but you have a very limited time-window due to no healing in the long run. And the only way to really burst you is Tactical Bomb, but having Revival perk will make this less dangerous.

Against a Warrior

You are at a disadvantage. Warrior’s “Trinket spell” protects them from Disable for 5 seconds. During those 5 seconds you cannot efficiently trade, as the damage you do will be returned by the Warrior. Don’t hit into their “Parry skill” and cancel it with your Kick ability, which also refunds your whole resource bar. Try kiting for a second opener with dagger immobilizing effect and try to roll their Leap ability. Warriors can have “Endurance”, a shield/absorb spell, which can disable you for very long if correctly lined up with their Parry skill. Do your best not to let the Warrior proc “Bladeweave” frequently so they don’t have an increased damage buff.

Against a Witch

You are at a disadvantage. Witch’s Fear spell allows them to fully DoT you and the only way to dodge fear is predict it then Roll as it is being cast. Dodging Fear is very hard unless you play Witch enough to “feel” it’s cooldown and when it will be used. Your opener will be swiftly ended by “Pentagram”, which repels you. It is imperative you use Professional stalker or else after re-stealth the Witch’s “Pentagram” will be up again. You can also perform a "fake" opener to bait out the "Pentagram" and then quickly retreat to safety to re-stealth and use your full opener. Typically most Witches will use "Pentagram" as soon as they are stunned and take a little bit of damage. To open out of stealth you want to Bash>Hack> and quickly roll away to a nearby pillar for a re-stealth. Run Runic Bandage against a witch because they lack the mobility to catch an Outlaw who has run behind a pillar. Just be sure to run fully behind the pillar to avoid being dotted or lit on fire.

Against a Wizard

You are at a large disadvantage. Your chances of winning are slim, unless the Wizard makes mistakes. If you are rolling to get closer make sure you root him first via RMB. You can expect almost every time that Wizard will shield your bash opener and reduce your opening damage to like 2-3k. If possible seek shelter behind a pillar after your opener for re-stealth. It’s imperative to timely dodge Lightning spell incapacitate with your roll.

Playing vs a Wizard can be very tidious, they have alot of movespeed slows, teleportation, shield, stuns and roots. However, a majority of Wizards will use Conjure Lightning to begin with for their mastery proc (Elemental Synergy), and it's all about timing when it comes to his casting and your roll, becareful of high rated Wizard players where they are most likely trying to bait out your roll and then proceeds to stun you with their Conjure Lightning, they will often cancel their first Conjure Lightning with intent and that's when you need to take notes because this will play a huge role in this duel.

Try using your enviroment to your advantage like you would do vs a Ranger, and don't fight them on open spaces, you have obstacles for a reason, and Wizards will try to use their cd's like Teleport, Flash Freeze and Hurricane Wave to catch up with you, if they try to Conjure Lightning after using their basic abilities, you should force this fight by dodging his Conjure Lightning and burst, a Wizard with no basic abilities like Teleport is very vurneable, they will shield and shove you away, but keep it up by throwing Crippling Daggers and dodge their Basic Attack (Draining Bolt) so they don't stack up their Time Anomaly. Use Knee Rush if he uses Meteor Strike/Glaciate because the Wizard will try doing damage control, Wizard will always use Meteor Strike on themselves if you are facehugging them, Use roll if you have it up for Meteor Strike and use obstacles because they will use Glaciate (if they have it) for follow up.

A small tip but important one, when opening on a Wizard, they will use Mana Shield to shove you away, you can deny this by standing into a wall behind the Wizard if you opened on them close to the wall. And when the Wizards are free of your Bash, they will try to use Teleport and hit you with it, you can deny this also by standing on a very unconvential place for the Wizard to teleport to, greedy Wizards will use Teleport as a damage tool from their mastery, but from experience, if you have your back into a wall or in close quarters, they will not be interested in teleporting in that direction, and will either save their Teleport for damage or use it utilitywise.

Remember not to stand infront of the Wizard when there's a big open space behind you, he will Teleport in your direction and will chain cc you and damage you.

References


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